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Previous Section: [[06 🔵 Traps]]
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# Downtime
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Just as PCs need rest to recover between encounters, they also need time between adventures to care for themselves, pursue their interests, and work to maintain their lifestyles. This time between adventures is called Downtime and it allows characters to engage in time consuming tasks or offstage pursuits that don't warrant the in-depth attention given to adventuring.
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## Downtime Activities
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Downtime activities are typically measured in weeks. A downtime week encompasses at least 5 days where 8 hours are spent pursuing the chosen activity. Some downtime activities can be accomplished more quickly and are measured in days, but most activities require at least a full week of downtime to make significant progress.
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Once the GM has established how much downtime is available, PCs select their chosen downtime activity from the options available, pay costs listed for that activity (if any), and spend the time required to perform that activity. Once these conditions are met, the GM resolves the activity following the resolution rules listed in the activity's description.
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If a PC has more downtime available than their chosen activity requires, they can continue to pursue the same activity for a longer period or switch to a different downtime activity.
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A GM can award periods of downtime at the end of an adventure or when story objectives are met--just like they award experience or treasure.
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## Time
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Each downtime activity lists the minimum amount of downtime that must be spent to make significant progress towards that activity. Typically, activities require at least one week of downtime, but some only require one or more days.
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## Cost
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Many downtime activities require the PC to spend coin. An activity's descriptions includes any monetary costs required to pursue them.
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## Resolution
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Each downtime activity includes instructions for resolving that activity. For example, many activities require a PC to make an ability check to represent the overall success of their time spent engaged in the chosen activity.
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## Using Downtime in your Games
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You can handle downtime activities in two ways: during the game session or between game sessions.
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### During the Session
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When you use downtime activities during a session, the characters are usually in a safe environment, not actively adventuring, and outside concerns are not immediately pressing. Time flies as days and weeks are spent working on personal goals. This time can be difficult to reconcile and even undesirable for some players who feel an immediate threat or a time sensitive concern. In addition to the attention paid to time spent, downtime activities can take some actual playtime to fully run their course. One way you can manage this is by calling for initiative and having everyone enter in a turn order. As you take turns in this way, each turn comprises a single week rather than the 6 seconds of a standard combat encounter.
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### Between Sessions
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You can use downtime activities to keep your players engaged in the game even if they miss sessions or sessions are less frequent than the group might like. Most downtime activities require minimal effort to narrate and play out and instead employ bookkeeping and dice calculations to complete. It is fair for GMs to require players to use a dice rolling application or some other means of honest reporting of dice results to maintain fairness. Using downtime activities in this way can keep everyone interested and helps create a living campaign.
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# Next Section
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[[02 🟡 Carousing]]
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Previous Section: [[01 🔵 Downtime]]
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# Carousing
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You can spend downtime blowing off steam and making new friends. Enterprising characters can use carousing to make connections and forge friendships with people outside the adventuring party.
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## Time
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To carouse, a PC must spend at least one week of downtime attending social events and gatherings in a city or densely populated area.
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## Cost
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Carousing requires a PC to spend money based on the class of individuals they want to carouse with: lower class, middle class, or upper class. Carousing with the upper class costs more than carousing with the lower class due to the higher cost of events, clothing, and food enjoyed by the wealthy. The class of individuals determines the connection of any contacts a PC would make. The GM should determine the connection score of contacts based on the [[04 🔵 Interacting with Creatures#Connection|Connection]] section.
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## Resolution
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After each week spent carousing, a PC makes an Influence roll of Presence + Society or similarly relevant skill check to determine if they made any contacts as shown in the table below.
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| Check Result | Resolution |
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| ------------ | ----------------------------------------------------------------------- |
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| 1-5 | Decrease loyalty of one contact by 3. |
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| 6-10 | Make no new contacts and gain no loyalty. |
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| 11-15 | Make one new contact or gain 2 loyalty with an existing contact. |
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| 16-20 | Make two new contacts or gain 2 loyalty with two existing contacts. |
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| 21+ | Make three new contacts or gain 2 loyalty with three existing contacts. |
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# Next Section
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[[03 🔵 Crafting]]
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Previous Section: [[02 🟡 Carousing]]
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# Crafting
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You can spend downtime creating **nonmagical** items like the gear and objects found in the Item List section of the Appendices. Crafting always requires the use of at least one type of tool that you are proficient with, access to raw crafting materials, and a relevant knowledge skill.
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## Time
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Your progress toward crafting items is measured in days of downtime. For each workday spent crafting, you can craft one item that uses up to 1 unit of a single material or multiple items that use up to 1 unit of a single material. If something you want to craft requires more than one unit of a material or multiple materials, you can spend multiple days of downtime working to complete the item, making progress equal to 1 unit of a single material each day, until it is completed. You don't need to work consecutive days to make progress, but the GM might rule you need to start over if long periods of time pass without resuming work on the same item.
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More than one character can work to craft an item more quickly, as long as the are also proficient with the relevant tools, have access to the appropriate materials, and has a relevant knowledge skill. The GM has final say on how many characters can work on a single item at once. A large project, such as building a cart, might offer plenty of room for characters to work together while a belt might be small enough that only one character can work on it at a time.
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## Cost
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Crafting items requires a PC to obtain the materials necessary to make them. To craft an item, a PC must obtain materials equal to 1.5 times the amount of material listed on the item (see the Item Lists section of the Appendices).
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## Resolution
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Once all required components and tools are in hand you can make a crafting check at the end of each work day, or week for longer projects, to determine the outcome of that day of work.
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| Check Result | Resolution |
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| ------------ | --------------------------------------------------------------------------------------------------------------------------------------------- |
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| 1-5 | Lose 10% of the required materials, minimum 0.1, and make no progress. These materials bust be acquired again before you can resume crafting. |
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| 6-10 | Make no progress towards crafting your desired item. |
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| 11-15 | Make one day or week of progress, depending on the length of the project. |
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| 16-20 | Make two days or weeks of progress, depending on the length of the project. |
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| 21+ | Make three days or weeks of progress, depending on the length of the project. |
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## Crafting Magic Items
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Due to the intricacies and effort required to make magic systems, and the variety of magic systems available, specific rules for crafting magic items can be found in the relevant world books.
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## Creating New Items
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Sometimes players want to create items that don't exist within the defined rules of the game. As long as the new item is not magical the following guidelines can be used to help create new items.
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- Base damage dice should be a d12 or smaller.
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- Try to determine material costs that make sense within the world.
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- Try to model it on existing items.
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- Build the invention of a new item into the lore of the world.
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- Use the crafting rules above but adjust time or material requirements to represent making something brand new.
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# Next Section
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[[04 🔵 Researching]]
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Previous Section: [[03 🔵 Crafting]]
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# Researching
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You can spend downtime accruing information about the creatures, myths, and mysteries of your campaign setting. This activity typically requires access to some repository of knowledge such as a private library, college or university, witness or expert accounts, gossip gathered over drinks, or even a field study where your chosen topic occurs naturally.
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To begin, discuss with your GM what you are looking for. Your GM then determines whether the information is available (or alternatives if it isn't), ow much time you must spend to find and understand the information, and possible limitations or hurdles that impede access.
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## Time
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To conduct research, A PC must spend at least one week of downtime reading, studying, attending lectures, or conducting interviews where multiple sources of relevant information are found.
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## Cost
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Each week of downtime you spend researching, you must spend money to cover expenses. This cost represents materials purchased, palms greased to gain access, donations required to access public records, and similar expenses.
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## Resolution
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At the end of each week spent researching, a PC makes a Logic based skill check using a relevant skill to determine whether they learned any clues about the topic of their research, as shown in the table below. This table is a suggestion for resolving research checks but depending on the difficulty of researching a desired topic the results can change.
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| Check Result | Resolution |
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| ------------ | ---------------------------------------------------------------------------- |
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| 1-5 | Learn an incorrect "clue." You believe it to be true or lose an unused clue. |
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| 6-10 | Research leads to a dead end. You gain no clues. |
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| 11-15 | Learn one clue. |
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| 16-20 | Learn two clues. |
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| 21+ | Learn three clues. |
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## Using Clues
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A clue is a secret or otherwise valuable piece of information regarding the subject of your research. When you gain a new clue, you can spend it immediately to have the GM give one true (and useful) fact about the research topic you discussed with the GM when you began the research downtime activity.
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Alternatively, you can hold a clue to spend at a later time. A held clue can be used to automatically succeed on a future Logic based skill check made to learn about the research topic.
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A clue is a concise, specific, and true fact about a creature, place, historical event, or item. The best clues provide helpful hints, warnings, or leads relevant to the story. The table below contains some suggested clues.
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| Research Topic | Suggested Clues |
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| -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
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| Creatures | A list of immunities, vulnerabilities, and resistances or similar mechanical information.<br><br>Details of where a particular creature might lair or signs to detect its presence in a region.<br><br>Lore about a particular creature's history or origin. |
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| Items | The last known location of a particular item.<br><br>The name or history of an item's creator.<br><br>Properties of an item or signs of its use. |
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| Places | Directions to a particular location.<br><br>Hazards (magical or mundane) in an area.<br><br>Information on the customs of people in an area. |
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# Next Section
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[[05 🟡 Training]]
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Previous Section: [[04 🔵 Researching]]
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# Training
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You can spend downtime training to learn a new language, increase an attribute or skill, or gain a feature. Your GM might offer options for training different things as well.
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To begin training, you need a skilled and willing instructor who speaks your language and can teach you. The GM determines how long it takes to find an instructor and determines whether any ability checks are required to convince the instructor to teach you. Note that the Carousing downtime activity is an excellent way to find a teacher.
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## Time
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Training typically requires at least 50 weeks before mastering a new feature, but the GM can increase or decrease this number as makes sense for the pace and story of the campaign. Successful resolution checks can dramatically shorten this time.
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## Cost
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A PC must pay an instructor to receive their tutelage. The GM determines the amount that the instructor must be paid weekly. Some instructors might require a student to regularly perform tasks for them in addition to paying money.
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## Resolution
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At the end of each week spent training, a PC rolls a d20 and adds a relevant attribute to determine the result of their training as shown in the table below. Once the full time and cost are spent, your character learns the new feature.
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| Check Result | Resolution |
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| ------------ | -------------------------------------------------------------------------------------------------------------------------------- |
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| 1-5 | Lose a week of progress toward your goal or you lose your instructor and must find another one before you can continue training. |
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| 6-10 | Make one week of progress toward your goal. |
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| 11-15 | Make two weeks of progress toward your goal. |
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| 16-20 | Make three weeks of progress toward or goal. |
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| 21+ | Halve the total number of remaining weeks needed to meet your goal (to 1 minimum of 1 week remaining). |
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# Next Section
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[[06 🟡 Working]]
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Previous Section: [[05 🟡 Training]]
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# Working
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You can spend downtime earning income by engaging in a profession or by taking odd jobs as work becomes available. To select this activity, you must have access to customers of clients willing and able to pay for the services you offer.
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## Time
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To work, a PC must spend at least one week of downtime.
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## Resolution
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At the end of a week spent working, the PC makes a single skill check using a skill or tool that the PC and GM agree is the most relevant to the type of work performed. The result of the check determines how much money the PC earned for the week. The GM should create a resolution table that fits the economy of the campaign setting.
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